• Justin Handlin

Let's Talk Dungeons of Drakkenheim with Dungeon Dudes

The legendary Dungeon Dudes join Crit Academy on 6/27/21 @7pm Eastern to talk about their homebrew world Dungeons of Drakkenheim and its upcoming Kickstarter project!

If you don't know, Dungeons of Drakkenheim follows the conflict and comedy-filled adventures of a brash prince, a streetwise survivor, and a meddlesome mage as they confront monsters and mystery in the meteor-blasted ruins of a fantasy city.

A Dungeons & Dragons 5e actual play campaign presented by the DUNGEON DUDES! Featuring Monty Martin, Kelly McLaughlin, Jill Danaitis, and Joe O'Gorman.

We're excited to have Kelly and Monty on to tell us a bit about themselves and their projects. Their most memorable D&D moments. The best piece of gaming advice they've ever received. Their process on building the world of Drakkenheim and so much more.

Capes & Crooks a 5e Superhero RPG playtest streams bi-weekly on Fridays. This is our upcoming Kickstarter Project that launches 6/29/21. To sign up for notifications on this project visit our website!

RPG Phatloot Giveaway Way of the Druid by DM Conclave

The most obscure and mystical of character classes – The Druid - has been gifted with many more game options for the ones who treasure, defend and nurture Nature. Within its pages, you will find five new Druid Circles that will enrich your experience. Three Druidic Factions. Nine new Spells to aid in your Way. No less than forty-eight Herbs and twenty Herbalism Recipes for the Herbalism skill and so much more!

Winner: tom.burdak

Didn’t win? Np, head towww.critacademy.com and subscribe for your chance to win.

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Character Concept:

To be provided by Dungeon Dudes!

Monster Variant:


Origin Statblock: Winter Wolf

Lost Features: Immunity to cold(change to psychic), cold breath, language,

Confusion Breath (Recharge 6). The creature exhales a discombobulating gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Wisdom saving throw. On a failed save an affected target can’t take reactions and must roll a d4 at the start of each of its turns to determine its behavior for that turn.

  1. The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.

  2. The creature doesn’t move or take actions this turn.

  3. The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.